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TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed.

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Old 08-28-2008, 06:59 AM   #11 (permalink)
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Unfortunately, searching for portal textures when running Hammer with game set to Team Fortress 2 gives you only one thing:
http://i35.tinypic.com/2eltj76.png

Filtering by "portal" when running Hammer with game set to Portal obviously works fine.

And before you consider taking the textures from the portal gcf:
http://developer.valvesoftware.com/w...g_Game_Content

Ah, well. I was originally hoping for building an easter egg into pl_grassandcave where a tunnel when accessed with noclip or spectator would lead you into a Portal themed room, complete with companion cube and radio.
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Old 08-28-2008, 09:55 AM   #12 (permalink)
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The companion cube is in TF's items for some reason.

As for the textures I think it will need to be done from scratch, shouldn't be that bad as everything is quite plain in portal and the portals could just be a black space in the middle with either the blue or orange around it.
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Old 08-28-2008, 10:35 PM   #13 (permalink)
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If I remember correctly, the only portal texture in hammer is the concrete one... I wish valve did some more portal in every game. =P
It beats recreating everything by hand.
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Old 08-30-2008, 05:08 AM   #14 (permalink)
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Hey, some people are forced into oranges because of a poor computer. I know my friend only plays them because he can't handle anything with textures.
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Old 08-30-2008, 12:45 PM   #15 (permalink)
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you know...arnt most of the Portal textures in Half life 2 anyway?
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Old 08-30-2008, 05:35 PM   #16 (permalink)
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I'm not sure about that... All i know that only 1 Portal texture is in hammer... I think.
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Old 08-30-2008, 05:43 PM   #17 (permalink)
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There's a problem. If you mean using the Portal skins for a TF2 map I have to disagree with you there.

A) It doesn't fit the astetic
B) There are those that have TF2 but not Portal (strange I know but it happens).

How about instead you use the clean shiny white textures for the self dubbed "spy-tech" and make levels inspired by Portal? You could rip some sound clips from Glados and set up triggers to play them. You could take the Portal textures and paint over them making them more TF2-rific. I'd say having dynamic portals open up in a map would be cool but the size difference in models might become a problem. (The heavy is a whole other half a body in height compared to the normal HL2 characters).

Some simple re-skins and you could have a TF2 map fitting the astetic of both TF2 and Portal. You could have signs up for Aperture Science Center and more.
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Old 08-30-2008, 07:37 PM   #18 (permalink)
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Due to the whole thing of Valve been prats when it comes to using stuff from one game in another I think if anyone made this map it would have to be from scratch. TF2 themed portal textures would actually be easier than making normal portal ones as they can be unrealistic and still fit the ascetic. Also for the portals it could just use simple teleports built into a portal looking entity.
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Old 08-31-2008, 01:36 AM   #19 (permalink)
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Quote:
Originally Posted by Seancho View Post
you know...arnt most of the Portal textures in Half life 2 anyway?
No.

Portal is a game made LONG after HL2. And HL2's locations are much more detailed than Portal's chambers.
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Old 09-01-2008, 12:55 PM   #20 (permalink)
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I have just been playing through portal again (this map inspired me) and I decided to check on a few of the textures they use, this is a list of where some of them are located, granted you wouldn't be able to use them but if you can find them you can get an idea of what they look like:

] mat_crosshair
hit material "concrete/concrete_modular_wall001a"
] mat_crosshair
hit material "concrete/concrete_modular_wall001a"
] mat_crosshair
hit material "maps/testchmb_a_01/metal/metalwall048b_405_150_73"
] mat_crosshair
hit material "concrete/concrete_modular_wall001a"
] mat_crosshair
hit material "concrete/concrete_modular_wall001a"
] mat_crosshair
hit material "concrete/concrete_modular_floor001b"
] mat_crosshair
hit material "maps/testchmb_a_01/concrete/observationwall_001b_-218_238_73"
] mat_crosshair
hit material "concrete/concrete_modular_wall001a"
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